Werebat (Hybrid Form)
Description
Werebats are hybrids of vampiric bats and humanoids, possessed of a ravenous bloodlust. As opposed to vampires, with which werebats are often confused, these lycanthropes are often more savage and less calculating than the shapeshifting undead. As though to prove a point, some werebats go out of their way to take down powerful vampire lords and commandeer the vampires' positions—though many also become slaves to such undead after underestimating their prowess.
Natural werebats typically look like normal members of their humanoid parent race, though they often have dark hair, lithe frames, severe features, and slightly pointed ears. They typically stand taller than normal for their race, but weigh significantly less.
Combat Stats
- Melee
- bite +5 (1d6+3), 2 claws +5 (1d4+3)
- DR
- 10/silver
- Defensive Abilities
- evasion, trap sense +1
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
sneak attack +2d6
Special Qualities
change shape (human, hybrid, and bat; polymorph)
lycanthropic empathy (bats and dire bats)
rogue talents (ledge walker)
trapfinding +1
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +8, Climb +9, Disable Device +8, Disguise +4, Handle Animal +1, Intimidate +4, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +8
- Type
- Humanoid
- Alignment
- NE
- Size
- Medium
- Senses
- low-light vision, scent; Perception +8
- Languages
- Common
- Source
- Bestiary 4